I feel like this game is too simple. Maybe I'm not the target demographic, but all the complexity hidden inside the game is, well, hidden. Hidden floors; hidden mechanics; hidden characters; hidden achievements. Sure, I'd rather that there was a 4.0x option (half of combat is just animations on even 2.0x) or that the items did more than either: arguably a downgrade, a minor/major stat increase, or have a random chance to do something flashy, but the game at its current difficulty just doesn't support that, since the enemies don't get something similar to the player's buffet of battle control moves until the literal final boss(es) (assuming a first play-through). The only reason, say, Molten Mint is only memorable (music notwithstanding) is because someone decided everything besides the actual game-play should be difficult, which is weird, considering the genre. I feel like if the game wants to make the player feel like they're getting stronger, they shouldn't make it so that a certain method of gaining stats is multiplied by one tenth (though I do agree it does have to agree to some extent), grant the player +1 move and then leave out the part where it also makes you lose the ability to get a +1 bonus move, soft-cap effective resource stockpiling for the character with the gimmick incentivizes you to do that exact thing, nor should they make every fight drop occasionally minor stat buffs, because not only is there no choice (see: random) it also has no immediate impact (see: minor buff and linearly scaling enemies). The game makes it clear at every point that you're only allowed to get stronger on its terms -- use the moves with the biggest number, fill all your moves with attacks that are basically identical to each other since the enemies won't live long enough for those de-buffs to last, and get this super rare item that literally only gives you a boost in damage with no conditionals -- but this seems like the entirely wrong genre for it. At multiple points I wanted to see an endless mode, with the promise of higher difficulty and higher synergy between the few items that you can actually play around, and with the procedural generation of everything it probably wouldn't even be that difficult, but the game reels you in with a single challenging boss fight with bite to it since the first boss on the ground floor, and then you stomp all over it since there's nothing else to use your overflowing stockpile of potent consumables on. If, say, the player could choose the difficulty at the start and have stronger opportunities to scale and surmount the challenge rather than prancing over it would breed room for player expression, instead of the two hour cutscene I experienced.
Now, don't get me wrong, I did like my time playing it, but saying "I like the music and how charming it was" doesn't change the fact that I don't play a game to listen to the music, even if I do think it does indicate this game's quality, despite my critiques. I think a good place to start is modifying the player action economy/resource management system, as it is a solid mechanic: make toon points more of a worry in the early game, and make the late game have ways of generating it that aren't reliant on getting a single highest-rarity-tier item, by, say, not using one of your turns, though hopefully something more involved than that such as having a soft-combo between traps and getting finishing blows, restoring toon points in the process (since that's their only use currently, since their barely-above-average damage has a humongous opportunity cost of keeping a stun on a cog or crippling damage penalties).
EDIT: Please, please, please have zones that promise pain, even in the music, like Molten Mint and the executive suite -- also make anomalies more consistently powerful.
EDIT 2: The executives' dialogue and banter is definitely a highlight, more of that please!
EDIT 3: I feel like the moves that steal jellybeans shouldn't allow you to get them back at any point. As is, it makes target priority even less of an issue. I think it could be split into two moves: one gives you a 2-turn window; the other is irreversible.
Also, fun glitch: